form1.cs

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;

namespace XNAGame_022
{
    public partial class Form1 : Form
    {
        /*
         * 1.编写Direct3D程序,首先需要安装direct3d sdk程序。
         * 2.项目引用中,需要添加Microsoft.DirectX,Microsoft.DirectX.Direct3D,Microsoft.Direct3DX,
         * 3.上面的引用,我的电脑的路径是C:\Windows\Microsoft.NET\DirectX for Managed Code\1.0.2902.0
         * 4.vs项目属性中,引用路径要把C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\,
         * 和C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\,都包含进来。
         * 5.在form1.cs中,需要引用 using Microsoft.DirectX,using Microsoft.DirectX.Direct3D;
         * 6.非常重要的一点,此点不解决,窗体不显示,在App.config配置文件中,加入<startup useLegacyV2RuntimeActivationPolicy="true"> 
         * 
         * 
         */
        //设备类
        private Device device1 = null;

        //
        bool pause = false;

        //显卡缓存
        VertexBuffer buffer1 = null;

        //
        float Angle = 0;  // 表示三角形旋转角度
        float ViewZ = -6.0f;  //观察者位置的z坐标,z值增加,三角形离开观察者越近。当ViewZ大于0,观察者移动到三角形另一侧。

        public Form1()
        {
            InitializeComponent();
        }

        public bool InitializeGraphics()
        {
            try
            {
                PresentParameters param1 = new PresentParameters();
                param1.Windowed = true;  // 非全屏模式,即窗口模式 
                param1.SwapEffect = SwapEffect.Discard;  // 后备缓存模式,新帧显示,旧帧丢弃
                param1.EnableAutoDepthStencil = true;  //自动深度测试
                param1.AutoDepthStencilFormat = DepthFormat.D16; //深度缓存区单元为16位二进制

                device1 = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, param1);
                device1.DeviceReset += new System.EventHandler(this.OnResetDevice);
                this.OnCreateDevice(device1, null);
                this.OnResetDevice(device1, null);

                return true;
            }
            catch (DirectXException ex)
            {
                return false;
            }

        }

        //第四步,修改此方法
        public void Render()
        {
            if (device1 == null) return;   // 设备类没有初始化,为空,不渲染
            if (pause) return; // 暂停,窗体最小化,不可见,不渲染
            device1.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);
            SetupMatrices();
            device1.BeginScene();
            device1.SetStreamSource(0, buffer1, 0);
            device1.VertexFormat = CustomVertex.PositionColored.Format;
            //
            device1.Transform.World = Matrix.Translation(0, 0, -1); //沿z轴观察者方向移动1单位
            device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);  //绘制正前面
            //旋转180度是为了从外侧看,按顺时针绘制三角形,因背面剔除打开,内侧不会被看到
            device1.Transform.World = Matrix.RotationY((float)Math.PI) * Matrix.Translation(0, 0, 1);
            device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);  //绘制正后面

            device1.Transform.World = Matrix.RotationY(-(float)Math.PI / 2) * Matrix.Translation(1, 0, 0);
            device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); //绘制右侧面

            device1.Transform.World = Matrix.RotationY((float)Math.PI / 2) * Matrix.Translation(-1, 0, 0);
            device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); // 绘制左侧面

            device1.Transform.World = Matrix.RotationX((float)Math.PI / 2) * Matrix.Translation(0, 1, 0);
            device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); //绘制下面

            device1.Transform.World = Matrix.RotationX(-(float)Math.PI / 2) * Matrix.Translation(0, -1, 0);
            device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);  //绘制上面

            device1.EndScene();
            device1.Present();
        }

        private void Form1_Paint(object sender, PaintEventArgs e)
        {
            this.Render();
        }

        //第一步,修改此方法,
        public void OnCreateDevice(object sender, EventArgs e)
        {
            Device dev = (Device)sender;   //绘制正方体用6个顶点
            buffer1 = new VertexBuffer(typeof(CustomVertex.PositionColored), 6, dev, 0, CustomVertex.PositionColored.Format, Pool.Default);
            buffer1.Created += new System.EventHandler(this.OnCreateVertexBuffer);
            this.OnCreateVertexBuffer(buffer1, null);
        }

        //第三步,修改此方法
        public void OnResetDevice(object sender, EventArgs e)
        {

            Device dev = (Device)sender;
            dev.RenderState.CullMode = Cull.CounterClockwise;  //背面剔除方式为只显示顺时针三角形
            dev.RenderState.Lighting = false; // 取消灯光

        }

        private void Form1_Resize(object sender, EventArgs e)
        {
            pause = ((this.WindowState == FormWindowState.Minimized) || !this.Visible);
        }
        //第二步,修改此方法,
        public void OnCreateVertexBuffer(object sender, EventArgs e)
        {
            //建模,创建一个正方体的6个顶点
            CustomVertex.PositionColored[] verts = (CustomVertex.PositionColored[])buffer1.Lock(0, 0);

            verts[0].Position = new Vector3(-1.0f, -1.0f, 0.0f);
            verts[0].Color = Color.Aqua.ToArgb();
            verts[1].Position = new Vector3(1.0f, 1.0f, 0.0f);
            verts[1].Color = Color.Brown.ToArgb();
            verts[2].Position = new Vector3(1.0f, -1.0f, 0.0f);
            verts[2].Color = Color.LightPink.ToArgb();
            verts[3].Position = new Vector3(-1.0f, -1.0f, 0.0f);
            verts[3].Color = Color.Aqua.ToArgb();
            verts[4].Position = new Vector3(-1.0f, 1.0f, 0.0f);
            verts[4].Color = Color.Red.ToArgb();
            verts[5].Position = new Vector3(1.0f, 1.0f, 0.0f);
            verts[5].Color = Color.Brown.ToArgb();
            //注意,正方形平面在xy平面上,即z坐标为0,正方形平面中心在原点
            buffer1.Unlock();
            //显卡缓存,设定点时,先锁定,再解锁。
        }

        //第五步,修改这个方法
        private void SetupMatrices()
        {
            Vector3 v1 = new Vector3(0.0f, 0.0f, -5.0f);
            v1.TransformCoordinate(Matrix.RotationYawPitchRoll(Angle,ViewZ,0));

            //
            device1.Transform.View = Matrix.LookAtLH(v1,
                new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));  // 观察变换矩阵
            device1.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, 1.0f, 1.0f, 100.0f);  //投影变换矩阵
        }

        //第六步,增加此方法
        private void Form1_KeyDown(object sender, KeyEventArgs e)
        {
            switch (e.KeyCode)
            { 
                case Keys.Down:
                    ViewZ += 0.1f;
                    break;

                case Keys.Up:
                    ViewZ -= 0.1f;
                    break;

                case Keys.Left:
                    Angle += 0.1f;
                    break;

                case Keys.Right:
                    Angle -= 0.1f;
                    break;
            }
        }


    }
}

progarm.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace XNAGame_022
{
    static class Program
    {
        /// <summary>
        /// 应用程序的主入口点。
        /// </summary>
        [STAThread]
        static void Main()
        {
            //Application.EnableVisualStyles();
            //Application.SetCompatibleTextRenderingDefault(false);
            //Application.Run(new Form1());
            using (Form1 frm = new Form1())
            {
                if (frm.InitializeGraphics() == false)
                {
                    MessageBox.Show("无法初始化Direct 3D,退出");
                    return;
                }
                frm.Show();
                while (frm.Created == true)
                {
                    frm.Render();
                    Application.DoEvents();
                }
            }
        }
    }
}

app.config

<?xml version="1.0" encoding="utf-8" ?>
<configuration>
    <startup useLegacyV2RuntimeActivationPolicy="true"> 
        <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
    </startup>
</configuration>